Chapter 10. Curves and Surfaces

by Richard S. Wright Jr.

WHAT YOU’LL LEARN IN THIS CHAPTER:

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The practice of 3D graphics is little more than a computerized version of connect-the-dots. Vertices are laid out in 3D space and connected by flat primitives. Smooth curves and surfaces are approximated using flat polygons and shading tricks. The more polygons used, usually the more smooth and curved a surface may appear. OpenGL, of course, supports smooth curves and surfaces implicitly because you can specify as many vertices as you want and set any desired or calculated values for normals and color values.

OpenGL does provide some additional support, ...

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